Mercutio Escalus
IN PROGRESS
Lord Mercutio of Waterdeep 2snd level Fighter
Description
History
Character Statistics
Basic Statistics
Passive Skills:
Insight: 13 |
Speed: 30 feet |
Attributes
Strength | 9 (-1) | Dexterity | 16 (+3) | Constitution | 10 (+0) | ||
Intelligence | 10 (+0) | Wisdom | 12 (+1) | Charisma | 16 (+3) |
Proficiency
Proficiency bonus: +2
Proficient Saves
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Proficient Weapons & Armor
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Proficient Skills
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Tool and Music
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Background Points
Personality Traits:
Sarcasm and insults are my weapons of choice.
Ideals:
I'm determined to make something of myself.
Bonds:
I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.
Flaws:
I can't resist swindling people who are more powerful than me.
Favorite Schemes:
I integrate myself into the lives of "fellow" nobles. I also provide letters and documents for a fee.
Special Rules
False Identity:
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. (Background)
Fighting Style:
Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. (1/SR)
Action Surge:
On your turn, you can take one additional action. (1/LR)
Feats
- Magic Initiate (Bard)
- Gain 2 cantrips and 1 first-level spell.
Spells
Vicious Mockery (v)
You unleash a string of insults laced with subtle enchantments at a creature you can see within range.
If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next Attack roll it makes before the end of its next turn.
Prestidigitation (v, s)
This spell is a minor magical trick that novice spellcasters use for practice.
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Bane (v, s, m)
You curse your enemy with bad fortune.
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. (1st Level)
Equipment
Encumbrance: 100lb (Light, -10); 200lb (Heavy, -20); 300lb (Maximum)
Carried: 66lb on person, +60 Personal, +135 Pack. )
Weapons
[1d8, Finesse]
[+1 Shield, 20' Moonlight at will]
[1d8, Reload,] |
Armor
- Leather { }
[AC 11+Dex]
Gear
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(a) chain mail or (b) leather, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack
A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a pouch containing 15gp